mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-11-22 18:15:11 +00:00
367 lines
No EOL
13 KiB
C#
367 lines
No EOL
13 KiB
C#
using Ryujinx.Graphics.GAL;
|
|
using Ryujinx.Graphics.Gpu.State;
|
|
using Ryujinx.Graphics.Shader;
|
|
using System;
|
|
using System.Runtime.InteropServices;
|
|
|
|
namespace Ryujinx.Graphics.Gpu.Image
|
|
{
|
|
/// <summary>
|
|
/// Texture bindings manager.
|
|
/// </summary>
|
|
class TextureBindingsManager
|
|
{
|
|
private GpuContext _context;
|
|
|
|
private bool _isCompute;
|
|
|
|
private SamplerPool _samplerPool;
|
|
|
|
private SamplerIndex _samplerIndex;
|
|
|
|
private ulong _texturePoolAddress;
|
|
private int _texturePoolMaximumId;
|
|
|
|
private TexturePoolCache _texturePoolCache;
|
|
|
|
private TextureBindingInfo[][] _textureBindings;
|
|
private TextureBindingInfo[][] _imageBindings;
|
|
|
|
private struct TextureStatePerStage
|
|
{
|
|
public ITexture Texture;
|
|
public ISampler Sampler;
|
|
}
|
|
|
|
private TextureStatePerStage[][] _textureState;
|
|
private TextureStatePerStage[][] _imageState;
|
|
|
|
private int _textureBufferIndex;
|
|
|
|
private bool _rebind;
|
|
|
|
/// <summary>
|
|
/// Constructs a new instance of the texture bindings manager.
|
|
/// </summary>
|
|
/// <param name="context">The GPU context that the texture bindings manager belongs to</param>
|
|
/// <param name="texturePoolCache">Texture pools cache used to get texture pools from</param>
|
|
/// <param name="isCompute">True if the bindings manager is used for the compute engine</param>
|
|
public TextureBindingsManager(GpuContext context, TexturePoolCache texturePoolCache, bool isCompute)
|
|
{
|
|
_context = context;
|
|
_texturePoolCache = texturePoolCache;
|
|
_isCompute = isCompute;
|
|
|
|
int stages = isCompute ? 1 : Constants.TotalShaderStages;
|
|
|
|
_textureBindings = new TextureBindingInfo[stages][];
|
|
_imageBindings = new TextureBindingInfo[stages][];
|
|
|
|
_textureState = new TextureStatePerStage[stages][];
|
|
_imageState = new TextureStatePerStage[stages][];
|
|
}
|
|
|
|
/// <summary>
|
|
/// Binds textures for a given shader stage.
|
|
/// </summary>
|
|
/// <param name="stage">Shader stage number, or 0 for compute shaders</param>
|
|
/// <param name="bindings">Texture bindings</param>
|
|
public void SetTextures(int stage, TextureBindingInfo[] bindings)
|
|
{
|
|
_textureBindings[stage] = bindings;
|
|
|
|
_textureState[stage] = new TextureStatePerStage[bindings.Length];
|
|
}
|
|
|
|
/// <summary>
|
|
/// Binds images for a given shader stage.
|
|
/// </summary>
|
|
/// <param name="stage">Shader stage number, or 0 for compute shaders</param>
|
|
/// <param name="bindings">Image bindings</param>
|
|
public void SetImages(int stage, TextureBindingInfo[] bindings)
|
|
{
|
|
_imageBindings[stage] = bindings;
|
|
|
|
_imageState[stage] = new TextureStatePerStage[bindings.Length];
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the textures constant buffer index.
|
|
/// The constant buffer specified holds the texture handles.
|
|
/// </summary>
|
|
/// <param name="index">Constant buffer index</param>
|
|
public void SetTextureBufferIndex(int index)
|
|
{
|
|
_textureBufferIndex = index;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the current texture sampler pool to be used.
|
|
/// </summary>
|
|
/// <param name="gpuVa">Start GPU virtual address of the pool</param>
|
|
/// <param name="maximumId">Maximum ID of the pool (total count minus one)</param>
|
|
/// <param name="samplerIndex">Type of the sampler pool indexing used for bound samplers</param>
|
|
public void SetSamplerPool(ulong gpuVa, int maximumId, SamplerIndex samplerIndex)
|
|
{
|
|
ulong address = _context.MemoryManager.Translate(gpuVa);
|
|
|
|
if (_samplerPool != null)
|
|
{
|
|
if (_samplerPool.Address == address && _samplerPool.MaximumId >= maximumId)
|
|
{
|
|
return;
|
|
}
|
|
|
|
_samplerPool.Dispose();
|
|
}
|
|
|
|
_samplerPool = new SamplerPool(_context, address, maximumId);
|
|
|
|
_samplerIndex = samplerIndex;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the current texture pool to be used.
|
|
/// </summary>
|
|
/// <param name="gpuVa">Start GPU virtual address of the pool</param>
|
|
/// <param name="maximumId">Maximum ID of the pool (total count minus one)</param>
|
|
public void SetTexturePool(ulong gpuVa, int maximumId)
|
|
{
|
|
ulong address = _context.MemoryManager.Translate(gpuVa);
|
|
|
|
_texturePoolAddress = address;
|
|
_texturePoolMaximumId = maximumId;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Ensures that the bindings are visible to the host GPU.
|
|
/// This actually performs the binding using the host graphics API.
|
|
/// </summary>
|
|
public void CommitBindings()
|
|
{
|
|
TexturePool texturePool = _texturePoolCache.FindOrCreate(
|
|
_texturePoolAddress,
|
|
_texturePoolMaximumId);
|
|
|
|
if (_isCompute)
|
|
{
|
|
CommitTextureBindings(texturePool, ShaderStage.Compute, 0);
|
|
CommitImageBindings (texturePool, ShaderStage.Compute, 0);
|
|
}
|
|
else
|
|
{
|
|
for (ShaderStage stage = ShaderStage.Vertex; stage <= ShaderStage.Fragment; stage++)
|
|
{
|
|
int stageIndex = (int)stage - 1;
|
|
|
|
CommitTextureBindings(texturePool, stage, stageIndex);
|
|
CommitImageBindings (texturePool, stage, stageIndex);
|
|
}
|
|
}
|
|
|
|
_rebind = false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Ensures that the texture bindings are visible to the host GPU.
|
|
/// This actually performs the binding using the host graphics API.
|
|
/// </summary>
|
|
/// <param name="pool">The current texture pool</param>
|
|
/// <param name="stage">The shader stage using the textures to be bound</param>
|
|
/// <param name="stageIndex">The stage number of the specified shader stage</param>
|
|
private void CommitTextureBindings(TexturePool pool, ShaderStage stage, int stageIndex)
|
|
{
|
|
if (_textureBindings[stageIndex] == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
for (int index = 0; index < _textureBindings[stageIndex].Length; index++)
|
|
{
|
|
TextureBindingInfo binding = _textureBindings[stageIndex][index];
|
|
|
|
int packedId;
|
|
|
|
if (binding.IsBindless)
|
|
{
|
|
ulong address;
|
|
|
|
var bufferManager = _context.Methods.BufferManager;
|
|
|
|
if (_isCompute)
|
|
{
|
|
address = bufferManager.GetComputeUniformBufferAddress(binding.CbufSlot);
|
|
}
|
|
else
|
|
{
|
|
address = bufferManager.GetGraphicsUniformBufferAddress(stageIndex, binding.CbufSlot);
|
|
}
|
|
|
|
packedId = MemoryMarshal.Cast<byte, int>(_context.PhysicalMemory.Read(address + (ulong)binding.CbufOffset * 4, 4))[0];
|
|
}
|
|
else
|
|
{
|
|
packedId = ReadPackedId(stageIndex, binding.Handle);
|
|
}
|
|
|
|
int textureId = UnpackTextureId(packedId);
|
|
int samplerId;
|
|
|
|
if (_samplerIndex == SamplerIndex.ViaHeaderIndex)
|
|
{
|
|
samplerId = textureId;
|
|
}
|
|
else
|
|
{
|
|
samplerId = UnpackSamplerId(packedId);
|
|
}
|
|
|
|
Texture texture = pool.Get(textureId);
|
|
|
|
ITexture hostTexture = texture?.GetTargetTexture(binding.Target);
|
|
|
|
if (_textureState[stageIndex][index].Texture != hostTexture || _rebind)
|
|
{
|
|
_textureState[stageIndex][index].Texture = hostTexture;
|
|
|
|
_context.Renderer.Pipeline.SetTexture(index, stage, hostTexture);
|
|
}
|
|
|
|
Sampler sampler = _samplerPool.Get(samplerId);
|
|
|
|
ISampler hostSampler = sampler?.HostSampler;
|
|
|
|
if (_textureState[stageIndex][index].Sampler != hostSampler || _rebind)
|
|
{
|
|
_textureState[stageIndex][index].Sampler = hostSampler;
|
|
|
|
_context.Renderer.Pipeline.SetSampler(index, stage, hostSampler);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Ensures that the image bindings are visible to the host GPU.
|
|
/// This actually performs the binding using the host graphics API.
|
|
/// </summary>
|
|
/// <param name="pool">The current texture pool</param>
|
|
/// <param name="stage">The shader stage using the textures to be bound</param>
|
|
/// <param name="stageIndex">The stage number of the specified shader stage</param>
|
|
private void CommitImageBindings(TexturePool pool, ShaderStage stage, int stageIndex)
|
|
{
|
|
if (_imageBindings[stageIndex] == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
for (int index = 0; index < _imageBindings[stageIndex].Length; index++)
|
|
{
|
|
TextureBindingInfo binding = _imageBindings[stageIndex][index];
|
|
|
|
int packedId = ReadPackedId(stageIndex, binding.Handle);
|
|
|
|
int textureId = UnpackTextureId(packedId);
|
|
|
|
Texture texture = pool.Get(textureId);
|
|
|
|
ITexture hostTexture = texture?.GetTargetTexture(binding.Target);
|
|
|
|
if (_imageState[stageIndex][index].Texture != hostTexture || _rebind)
|
|
{
|
|
_imageState[stageIndex][index].Texture = hostTexture;
|
|
|
|
_context.Renderer.Pipeline.SetImage(index, stage, hostTexture);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the texture descriptor for a given texture handle.
|
|
/// </summary>
|
|
/// <param name="state">The current GPU state</param>
|
|
/// <param name="stageIndex">The stage number where the texture is bound</param>
|
|
/// <param name="handle">The texture handle</param>
|
|
/// <returns>The texture descriptor for the specified texture</returns>
|
|
public TextureDescriptor GetTextureDescriptor(GpuState state, int stageIndex, int handle)
|
|
{
|
|
int packedId = ReadPackedId(stageIndex, handle);
|
|
|
|
int textureId = UnpackTextureId(packedId);
|
|
|
|
var poolState = state.Get<PoolState>(MethodOffset.TexturePoolState);
|
|
|
|
ulong poolAddress = _context.MemoryManager.Translate(poolState.Address.Pack());
|
|
|
|
TexturePool texturePool = _texturePoolCache.FindOrCreate(poolAddress, poolState.MaximumId);
|
|
|
|
return texturePool.GetDescriptor(textureId);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reads a packed texture and sampler ID (basically, the real texture handle)
|
|
/// from the texture constant buffer.
|
|
/// </summary>
|
|
/// <param name="stageIndex">The number of the shader stage where the texture is bound</param>
|
|
/// <param name="wordOffset">A word offset of the handle on the buffer (the "fake" shader handle)</param>
|
|
/// <returns>The packed texture and sampler ID (the real texture handle)</returns>
|
|
private int ReadPackedId(int stageIndex, int wordOffset)
|
|
{
|
|
ulong address;
|
|
|
|
var bufferManager = _context.Methods.BufferManager;
|
|
|
|
if (_isCompute)
|
|
{
|
|
address = bufferManager.GetComputeUniformBufferAddress(_textureBufferIndex);
|
|
}
|
|
else
|
|
{
|
|
address = bufferManager.GetGraphicsUniformBufferAddress(stageIndex, _textureBufferIndex);
|
|
}
|
|
|
|
address += (uint)wordOffset * 4;
|
|
|
|
return BitConverter.ToInt32(_context.PhysicalMemory.Read(address, 4));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Unpacks the texture ID from the real texture handle.
|
|
/// </summary>
|
|
/// <param name="packedId">The real texture handle</param>
|
|
/// <returns>The texture ID</returns>
|
|
private static int UnpackTextureId(int packedId)
|
|
{
|
|
return (packedId >> 0) & 0xfffff;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Unpacks the sampler ID from the real texture handle.
|
|
/// </summary>
|
|
/// <param name="packedId">The real texture handle</param>
|
|
/// <returns>The sampler ID</returns>
|
|
private static int UnpackSamplerId(int packedId)
|
|
{
|
|
return (packedId >> 20) & 0xfff;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Invalidates a range of memory on all GPU resource pools (both texture and sampler pools).
|
|
/// </summary>
|
|
/// <param name="address">Start address of the range to invalidate</param>
|
|
/// <param name="size">Size of the range to invalidate</param>
|
|
public void InvalidatePoolRange(ulong address, ulong size)
|
|
{
|
|
_samplerPool?.InvalidateRange(address, size);
|
|
|
|
_texturePoolCache.InvalidateRange(address, size);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Force all bound textures and images to be rebound the next time CommitBindings is called.
|
|
/// </summary>
|
|
public void Rebind()
|
|
{
|
|
_rebind = true;
|
|
}
|
|
}
|
|
} |